/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Boss_Chromaggus
SD%Complete: 95
SDComment: Chromatic Mutation disabled due to lack of core support
SDCategory: Blackwing Lair
EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"

enum Emotes
{
    EMOTE_FRENZY                                           = -1469002,
    EMOTE_SHIMMER                                          = -1469003
};

enum Spells
{
    //These spells are actually called elemental shield
    //What they do is decrease all damage by 75% then they increase
    //One school of damage by 1100%
    SPELL_FIRE_VULNERABILITY                               = 22277,
    SPELL_FROST_VULNERABILITY                              = 22278,
    SPELL_SHADOW_VULNERABILITY                             = 22279,
    SPELL_NATURE_VULNERABILITY                             = 22280,
    SPELL_ARCANE_VULNERABILITY                             = 22281,
    //Other spells
    SPELL_INCINERATE                                       = 23308,   //Incinerate 23308,23309
    SPELL_TIMELAPSE                                        = 23310,   //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
    SPELL_CORROSIVEACID                                    = 23313,   //Corrosive Acid 23313, 23314
    SPELL_IGNITEFLESH                                      = 23315,   //Ignite Flesh 23315,23316
    SPELL_FROSTBURN                                        = 23187,   //Frost burn 23187, 23189
    //Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
    //Since Scripted spells arn't coded I'll just write a function that does the same thing
    SPELL_BROODAF_BLUE                                     = 23153,   //Blue affliction 23153
    SPELL_BROODAF_BLACK                                    = 23154,   //Black affliction 23154
    SPELL_BROODAF_RED                                      = 23155,   //Red affliction 23155 (23168 on death)
    SPELL_BROODAF_BRONZE                                   = 23170,   //Bronze Affliction  23170
    SPELL_BROODAF_GREEN                                    = 23169,   //Brood Affliction Green 23169
    SPELL_CHROMATIC_MUT_1                                  = 23174,   //Spell cast on player if they get all 5 debuffs
    SPELL_FRENZY                                           = 28371,   //The frenzy spell may be wrong
    SPELL_ENRAGE                                           = 28747
};

struct boss_chromaggusAI : public ScriptedAI
{
    boss_chromaggusAI(Creature* c) : ScriptedAI(c)
    {
        //Select the 2 breaths that we are going to use until despawned
        //5 possiblities for the first breath, 4 for the second, 20 total possiblites
        //This way we don't end up casting 2 of the same breath
        //TL TL would be stupid
        switch (urand(0, 19))
        {
        //B1 - Incin
        case 0:
            Breath1_Spell = SPELL_INCINERATE;
            Breath2_Spell = SPELL_TIMELAPSE;
            break;
        case 1:
            Breath1_Spell = SPELL_INCINERATE;
            Breath2_Spell = SPELL_CORROSIVEACID;
            break;
        case 2:
            Breath1_Spell = SPELL_INCINERATE;
            Breath2_Spell = SPELL_IGNITEFLESH;
            break;
        case 3:
            Breath1_Spell = SPELL_INCINERATE;
            Breath2_Spell = SPELL_FROSTBURN;
            break;

        //B1 - TL
        case 4:
            Breath1_Spell = SPELL_TIMELAPSE;
            Breath2_Spell = SPELL_INCINERATE;
            break;
        case 5:
            Breath1_Spell = SPELL_TIMELAPSE;
            Breath2_Spell = SPELL_CORROSIVEACID;
            break;
        case 6:
            Breath1_Spell = SPELL_TIMELAPSE;
            Breath2_Spell = SPELL_IGNITEFLESH;
            break;
        case 7:
            Breath1_Spell = SPELL_TIMELAPSE;
            Breath2_Spell = SPELL_FROSTBURN;
            break;

        //B1 - Acid
        case 8:
            Breath1_Spell = SPELL_CORROSIVEACID;
            Breath2_Spell = SPELL_INCINERATE;
            break;
        case 9:
            Breath1_Spell = SPELL_CORROSIVEACID;
            Breath2_Spell = SPELL_TIMELAPSE;
            break;
        case 10:
            Breath1_Spell = SPELL_CORROSIVEACID;
            Breath2_Spell = SPELL_IGNITEFLESH;
            break;
        case 11:
            Breath1_Spell = SPELL_CORROSIVEACID;
            Breath2_Spell = SPELL_FROSTBURN;
            break;

        //B1 - Ignite
        case 12:
            Breath1_Spell = SPELL_IGNITEFLESH;
            Breath2_Spell = SPELL_INCINERATE;
            break;
        case 13:
            Breath1_Spell = SPELL_IGNITEFLESH;
            Breath2_Spell = SPELL_CORROSIVEACID;
            break;
        case 14:
            Breath1_Spell = SPELL_IGNITEFLESH;
            Breath2_Spell = SPELL_TIMELAPSE;
            break;
        case 15:
            Breath1_Spell = SPELL_IGNITEFLESH;
            Breath2_Spell = SPELL_FROSTBURN;
            break;

        //B1 - Frost
        case 16:
            Breath1_Spell = SPELL_FROSTBURN;
            Breath2_Spell = SPELL_INCINERATE;
            break;
        case 17:
            Breath1_Spell = SPELL_FROSTBURN;
            Breath2_Spell = SPELL_TIMELAPSE;
            break;
        case 18:
            Breath1_Spell = SPELL_FROSTBURN;
            Breath2_Spell = SPELL_CORROSIVEACID;
            break;
        case 19:
            Breath1_Spell = SPELL_FROSTBURN;
            Breath2_Spell = SPELL_IGNITEFLESH;
            break;
        };

        EnterEvadeMode();
    }

    uint32 Breath1_Spell;
    uint32 Breath2_Spell;
    uint32 CurrentVurln_Spell;

    uint32 Shimmer_Timer;
    uint32 Breath1_Timer;
    uint32 Breath2_Timer;
    uint32 Affliction_Timer;
    uint32 Frenzy_Timer;
    bool Enraged;

    void Reset()
    {
        CurrentVurln_Spell = 0;                             //We use this to store our last vulnerabilty spell so we can remove it later

        Shimmer_Timer = 0;                                  //Time till we change vurlnerabilites
        Breath1_Timer = 30000;                              //First breath is 30 seconds
        Breath2_Timer = 60000;                              //Second is 1 minute so that we can alternate
        Affliction_Timer = 10000;                           //This is special - 5 seconds means that we cast this on 1 player every 5 sconds
        Frenzy_Timer = 15000;

        Enraged = false;
    }

    void EnterCombat(Unit* /*who*/)
    {
    }

    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        //Shimmer_Timer Timer
        if (Shimmer_Timer <= diff)
        {
            //Remove old vulnerabilty spell
            if (CurrentVurln_Spell)
                me->RemoveAurasDueToSpell(CurrentVurln_Spell);

            //Cast new random vulnerabilty on self
            uint32 spell = RAND(SPELL_FIRE_VULNERABILITY, SPELL_FROST_VULNERABILITY,
                                SPELL_SHADOW_VULNERABILITY, SPELL_NATURE_VULNERABILITY, SPELL_ARCANE_VULNERABILITY);

            DoCast(me, spell);
            CurrentVurln_Spell = spell;

            DoScriptText(EMOTE_SHIMMER, me);
            Shimmer_Timer = 45000;
        }
        else Shimmer_Timer -= diff;

        //Breath1_Timer
        if (Breath1_Timer <= diff)
        {
            DoCastVictim( Breath1_Spell);
            Breath1_Timer = 60000;
        }
        else Breath1_Timer -= diff;

        //Breath2_Timer
        if (Breath2_Timer <= diff)
        {
            DoCastVictim( Breath2_Spell);
            Breath2_Timer = 60000;
        }
        else Breath2_Timer -= diff;

        //Affliction_Timer
        if (Affliction_Timer <= diff)
        {
            ThreatContainer::StorageType threatlist = me->getThreatManager().getThreatList();
            for (ThreatContainer::StorageType::const_iterator i = threatlist.begin(); i != threatlist.end(); ++i)
            {
                Unit* pUnit;
                if ((*i) && (*i)->GetSource())
                {
                    pUnit = Unit::GetUnit((*me), (*i)->getUnitGuid());
                    if (pUnit)
                    {
                        //Cast affliction
                        DoCast(pUnit, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK,
                                           SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);

                        //Chromatic mutation if target is effected by all afflictions
                        if (pUnit->HasAura(SPELL_BROODAF_BLUE, 0)
                            && pUnit->HasAura(SPELL_BROODAF_BLACK, 0)
                            && pUnit->HasAura(SPELL_BROODAF_RED, 0)
                            && pUnit->HasAura(SPELL_BROODAF_BRONZE, 0)
                            && pUnit->HasAura(SPELL_BROODAF_GREEN, 0))
                        {
                            //pTarget->RemoveAllAuras();
                            //DoCast(pTarget, SPELL_CHROMATIC_MUT_1);

                            //Chromatic mutation is causing issues
                            //Assuming it is caused by a lack of core support for Charm
                            //So instead we instant kill our target

                            //WORKAROUND
                            if (pUnit->GetTypeId() == TYPEID_PLAYER)
                                pUnit->CastSpell(pUnit, 5, false);
                        }
                    }
                }
            }

            Affliction_Timer = 10000;
        }
        else Affliction_Timer -= diff;

        //Frenzy_Timer
        if (Frenzy_Timer <= diff)
        {
            DoCast(me, SPELL_FRENZY);
            DoScriptText(EMOTE_FRENZY, me);
            Frenzy_Timer = urand(10000, 15000);
        }
        else Frenzy_Timer -= diff;

        //Enrage if not already enraged and below 20%
        if (!Enraged && HealthBelowPct(20))
        {
            DoCast(me, SPELL_ENRAGE);
            Enraged = true;
        }

        DoMeleeAttackIfReady();
    }
};
CreatureAI* GetAI_boss_chromaggus(Creature* pCreature)
{
    return new boss_chromaggusAI (pCreature);
}

void AddSC_boss_chromaggus()
{
    Script* newscript;
    newscript = new Script;
    newscript->Name = "boss_chromaggus";
    newscript->GetAI = &GetAI_boss_chromaggus;
    newscript->RegisterSelf();
}

